SS | Sutekh

Sutekh, Gatekeeper of Chaos

 

20 str (+5), 24 dex (+7), 20 con (+5), 18 int (+4), 16 wis (+3), 24 cha (+7)

 

Gatekeeper of Chaos - Sutekh is immune to stun, exhaustion, charm, and sleep. He has Resistance to Low Function Fire and Slashing damage.

 

Sandform - As a Bonus Action, Sutekh can turn into sand or back to his normal form. He can choose what form the sand takes. The sand is immune to Low and High Function Physical damage, Necrotic damage and has Resistance to Fire. While Sandformed, only truesight can determine Sutekh is present.

 

Storm Domain - Sutekh's domain is Chaos, Fire, and Storms. He represents foreigners, violence and order. His primary domain is represented through a red desert. When within this domain, Sutekh has Truesight to all creatures within the domain, is immune to immobilization effects and fear, and can fly by riding the sand.

 

Attacks -

Multiattack - Sutekh attacks twice with Chaos Sickle and uses an ability, or uses two abilities.

Chaos Sickle - x2 +10 to hit. 4d6+7 damage. Procs Chaos Flame.

 

Abilities -

 

Chaos Flame - Places a Chaos Flame upon a creature within 30ft. The Chaos Flame requires an Action to remove by swatting it out, either by the creature or another in melee range. When removed, it will bounce to the nearest applicable creature or Storm Spire within 30ft or vanish if none exist.

At the end of a creature's turn or if they are stuck by Chaos Sickle, the flame will deal 1d12 Fire damage and gain 1d12 damage on its next proc. This damage stack persists across bounces.

 

Hellwind - Conjures a storm of sand in a location, 30ft in radius. This sand functions as Storm Domain and create magical Difficult Terrain. When an enemy begins its turn within the wind or passes through it, they make a DC 16 STR save vs knock to prone and 2d4 slashing damage, they have Disadvantage on ranged attacks into or out of the sand, and make perception checks against illusions with Disadvantage unless guided by Truesight or See Invisibility. Within the Hellwind a Storm Spire is created, which controls the wind until it is destroyed.

 

 

Cosmic Actions

 

Chaos Storm - Consume storms and deal 3d20 High Function slashing damage (individually) to each unit caught within. DC 17 CON save for Half.